During this week, I finally took a breather for a while to think about what I was doing wrong with the ax, and I came to the conclusion that I was genuinely taking it too literally when it came to actual ax making, not taking full advantage of Maya’s modeling tools, by using boolings to create an initial shape of an ax and then combining the meshes together.
After that I spent most of my time then polishing up the ax, making it look as accurate to the main image as possible, even sending it to our artist for some feedback to make it even more accurate.
Unfortunately, I ran into a problem where the mesh would occasionally break. I kept getting worried that I’d need to start over, but it would fix itself, I checked everything and found that Deleting by history fixed it, something I didn’t consider.
After that, It was a case of fine-tuning the model and then fixing any inconsistencies